I see the game is still a Joke....

I see nobody actually read the OP. The issue is with ships instantly appearing behind you and interdicting you without ever being in super cruise.

As usual, droogie understands the OP when several others are just offering the typical Git Gud cookie cutter responses without reading the entire article or at least without processing the contents.
+REP.

Folks, cool down, read the actual issue he has with the game before jumping down his neck.
 
It happens the majority of the time. Ships also able to follow you well beyond their jump capabilities. It's a huge issue. This is all due to the poor instancing system.

I am ranked elite in this game at combat, so I carry more than limpets every NPC is deadly or elite.

They come with some interesting upgrades from heretofore unrevieled engineers.

1) turreted, increased arc, increased range FSD interdictor - can interdict any direction, any distance.
2) Shortened time interdictor - can interdict you before you have a chance to submit
3) interdiction dropout stabilisers - which mean that they come out with 100% integrity and no spin every time.
4) interdiction impulse attack - my anaconda comes out of lost interdictions spinning at about 100 rpm.
5) hyperspacial scanner on their cargo scanners - can scan ships' cargo holds from adjacent systems.
6) double engineered, short boot sequence AND increased jump range FSD.
7) Jaques Grade (TM) exquisite jumponium - FSD range limit? What limit?
8) 9 pips to play with instead of 6.
 
These Intsa interdictions are nothing new for the pre 2.0 Robigo Runners. They were far worse then and we learnt to deal with them quite easily in the end.

IMHO it all adds to the 'Excitement' of ED.
 
Invisible ship interdicts the pilot!
No loadout, skill level or tactic can overcome this glaring bug.

Come on Fdev lets have a comment and eta on when this is going to be fixed?
 
Invisible ship interdicts the pilot!
No loadout, skill level or tactic can overcome this glaring bug.

Come on Fdev lets have a comment and eta on when this is going to be fixed?

It's not a bug. It's just a bit of lazy implementation.

That said, it's not impossible for a ship to pop in to SC from normal space anywhere. The implementation is just a bit to transparent.

It is however very easy to escape any interdiction, if you rig your ship for it. I don't really pay attention to them anymore.
 
It's not a bug. It's just a bit of lazy implementation.

That said, it's not impossible for a ship to pop in to SC from normal space anywhere. The implementation is just a bit to transparent.

It is however very easy to escape any interdiction, if you rig your ship for it. I don't really pay attention to them anymore.

I consider it a bug and never a day goes by when someone pops on the forum to vent on this problem.

People get really ticked off with what they consider to be broken gameplay and they need to fix the entire interdict mini game into something that actually reflects what players can do ingame.
 
I consider it a bug and never a day goes by when someone pops on the forum to vent on this problem.

People get really ticked off with what they consider to be broken gameplay and they need to fix the entire interdict mini game into something that actually reflects what players can do ingame.


I never ever play the mini game. If I'm going to fight, I submit. If I'm going to run I submit. No exceptions. The mini game is pointless.
 
I see nobody actually read the OP. The issue is with ships instantly appearing behind you and interdicting you without ever being in super cruise.

I'd actually consider that one of the "slightly less unrealistic" problems - you can explain it by the NPC ship could be in normal flight and then jumping to supercruise which will cause it to suddenly appear.

What makes no sense to me is when you're supercruising for a long time with no ships anywhere near you, then drop into a signal source. And suddenly a NPC that was harassing you earlier in the same system instantly jumped thousands of Ls to reach you.

Generally the persistence of the NPCs needs a bit of work. They present minimal danger though, if you submit boost and run - you don't even have to high wake generally.
 
I never ever play the mini game. If I'm going to fight, I submit. If I'm going to run I submit. No exceptions. The mini game is pointless.

When i say interdict mini game that includes;
1 super cruise phase (invisible npc, etc)
2 interdict phase (invisible npc again, instant interdict)
3 post interdict phase (fight or flight)
4 miscellaneous (chain interdicts, rehealed npc, impossible npc loadouts, interdict when carrying zero cargo, etc)

Not enjoyable gameplay for lots of Commanders.
 
I'd actually consider that one of the "slightly less unrealistic" problems - you can explain it by the NPC ship could be in normal flight and then jumping to supercruise which will cause it to suddenly appear.

What makes no sense to me is when you're supercruising for a long time with no ships anywhere near you, then drop into a signal source. And suddenly a NPC that was harassing you earlier in the same system instantly jumped thousands of Ls to reach you.

Generally the persistence of the NPCs needs a bit of work. They present minimal danger though, if you submit boost and run - you don't even have to high wake generally.

The thing is, they come into super cruise directly behind you and instantly begin the interdiction. Sometimes, you'll see something on your comms from someone that isn't even on the map. So, they aren't in super cruise, can see you in super cruise, and are able to scan your cargo.

NPC's are governed by a completely separate set of rules than players. If a player did this, it would be considered a hack. It's a very valid complaint.
 
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I'd actually consider that one of the "slightly less unrealistic" problems - you can explain it by the NPC ship could be in normal flight and then jumping to supercruise which will cause it to suddenly appear.

What makes no sense to me is when you're supercruising for a long time with no ships anywhere near you, then drop into a signal source. And suddenly a NPC that was harassing you earlier in the same system instantly jumped thousands of Ls to reach you.

Generally the persistence of the NPCs needs a bit of work. They present minimal danger though, if you submit boost and run - you don't even have to high wake generally.

I agree that is annoying and must be a bug, it's not good gameplay for sure. I hope they will fix that.
Traveled 100.000LY to a asteroid field, no NPC in sight, dropped out and suddenly 3-4 NPC pirates dropped out, that is really silly.
 
As usual, droogie understands the OP when several others are just offering the typical Git Gud cookie cutter responses without reading the entire article or at least without processing the contents.
+REP.

Folks, cool down, read the actual issue he has with the game before jumping down his neck.

This forum has grown extremely toxic. It's becoming more common to see insults and personal attacks against a post rather than the point.
 
It is true. Logging out is the mechanic working as intended.

Yea but what we are doing is breeding the next gen of combat loggers with advice like that... logs vs npc.... then logs in combat vs npc..... then logs in combat vs CMDR,

its like the child that steals a candy... oh no that's not a problem.. its just a candy, ffwd a few years, and he is stealing cars :D
 
Yea but what we are doing is breeding the next gen of combat loggers with advice like that... logs vs npc.... then logs in combat vs npc..... then logs in combat vs CMDR,

its like the child that steals a candy... oh no that's not a problem.. its just a candy, ffwd a few years, and he is stealing cars :D

Lolol!! Repped :p
 
I am ranked elite in this game at combat, so I carry more than limpets every NPC is deadly or elite.

They come with some interesting upgrades from heretofore unrevieled engineers.

1) turreted, increased arc, increased range FSD interdictor - can interdict any direction, any distance.
2) Shortened time interdictor - can interdict you before you have a chance to submit
3) interdiction dropout stabilisers - which mean that they come out with 100% integrity and no spin every time.
4) interdiction impulse attack - my anaconda comes out of lost interdictions spinning at about 100 rpm.
5) hyperspacial scanner on their cargo scanners - can scan ships' cargo holds from adjacent systems.
6) double engineered, short boot sequence AND increased jump range FSD.
7) Jaques Grade (TM) exquisite jumponium - FSD range limit? What limit?
8) 9 pips to play with instead of 6.

In my opinion, the game should offer more than just deadly/elite npc's when you yourself are ranked elite. I know competants and others would be easy but its simply more realistic. In the real world when you are an #elite' carpenter you dont just come across other 'elite' carpenters, you come across crappy ones too. This is realistic and nothing other than this should be expected. so in turn, in elite dangerous, no matter what your combat pilot rating you should encounter the whole gamut of experience levels. If only for realism's sake.
 
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